Stats assumptions he's sleeps with all of his magic items on except his armor and cloak (still aren't on) and his gauntlets (which he pulled on).
Through the muddled haze that is what's left of his brain Hudder thinks
Dwarven
Tight spot. Can't retreat. No time to set up glyphs. Gonna have to make him teleport away like the other one.
Focas onna 'caster he bellows, advancing on the wand wielding caster and slamming it with powerful blows.
OOC
Five foot step to 2-7.
OK. So the only reasonable way to use action points, (i.e. to demonstrate that you're declaring their use before you see damage is to put it in the notes field of Invisible Caster -- EnWorld posts being editable and all).
Hampered by the lack of light, the shifter grumbles a few syllables, and a magic glow emanates from one of the trees. Just as quickly, the shifter changes into the sleek---but much larger---panther form.
OOC: light, then shapeshift to predator form.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
22 - Domoris - Cast Light on tree, shapeshift to predator form, 4 dmg to MF#1 from ring
21 - Mind Flayer #1 - Cast Defensively, hit Hudder with spell for 20 damage (1/2 cold, 1/2 untyped)
21 - Mind Flayer #3 - Uses spell like ability on defensive, floats 20' upwards
21 - Mind Flayer #4 - Move to (3,10) attack Davan with tentacle - HIT for 3 damage, Davan grappled - 3 AoO hit for 26 dmg before DR
21 - Morph - 10' in the air, Move to (4,6), Disarm attempt fails (AoO hit for 3 damage), First 3 grapples fail due to AoO's hitting (12 damage), 4th Grapple check failed, 5th/6th Succeeded - Flayer #1 is Pinned and takes 22 nonlethal damage before DR
15 - Davan - Stunned
15 - Dreadnought - Stunned
14 - Void - Helpless
12 - Darv - Stunned
10 - Hudder - Move to (2,6) attack MF#1 - MISS!
Hampered by the lack of light, the shifter grumbles a few syllables, and a magic glow emanates from one of the trees. Just as quickly, the shifter changes into the sleek---but much larger---panther form. The illumination from the druid's spell bathes two more of the squid-men in its light, causing them to momentarily cover their eyes with their arms.
The illuminated flayer, looks on with annoyance at the dwarf before him, with a flick of his wrist, it launches a bolt of cold darkness at him with his left hand, hitting the unarmored dwarf smack in the center of his broad chest, causing him to stagger backwards a moment from the sheer evil force of the blow, but he is able to shrug it off. [Fortitude save PASS]
Spellcraft DC18
Flayer cast Dark Bolt
One of the squid-men who just recently became visible moves underneath the warforged/hydra and misjudges the creature -- as three of the heads snap down upon the torso of the creature and open wounds that appear to be much smaller than expected. Undetered by the assault, it flicks its tentacles over the stunned human and gnome, as if tasting each, before settling upon the priest -- wrapping one tentacle firmly around Davan's neck.
The other squid, realizing that he was now visible begins to float upwards, away from the forest floor.
Spellcraft DC17
Used Levitate upon self
Morph roars in outrage, knowing that his opponents are both cowardly and protected by spells. He then flies closer to the glowing mind flayer. With his newly grown seven heads, he goes to work attempting to wrest the wand from the flayers hand, while the rest of his heads set about to intertwine themselves around the creature to make it still. The first head darts at the wand, trying to knock it from its grasp, but is quickly smacked with one of the long tentacles framing its face.
Not giving up, he sends the remainder of his heads towards the creature and succeeds in overpowering it by sheer numbers, but not before several wounds appear on the hydra/wizard. [Flayer is grappled and pinned]
Hudder grits his teeth against the pain, forcing his grunt into a bellow. Hu.. HA! Me mummy usta hit me 'ard'n 'at fer skip'n me chores!
Staying mobile on his feet he dances around to the left, swinging his ax with more gusto than skill at the now-pinned Flayer -- but his foot catches on a tree root and causes him to swing wide, narrowly missing one of the friendly hydra's many heads.
Note: no light exists in the clearing except for the Faerie fire effect on the Flayer (shadowy illumination to 5', 10' for those with low-light vision), and the Light spell (20' radius -- white circle on map) (any PC without darkvision, i.e. Davan/Morph/Dreadnought/Domoris/Lo-Kag will not be able to see the other two in the heat of battle without stopping and making a listen check.
Stats assumptions he's sleeps with all of his magic items on except his armor and cloak (still aren't on) and his gauntlets (which he pulled on).
Hudder grits his teeth against the pain, forcing his grunt into a bellow. Hu.. HA! Me mummy usta hit me 'ard'n 'at fer skip'n me chores!
Before he can react Morph, in hydra form, latches onto the Mind Flayer, hauling the abomination up into the air. Ah canna hit him if ya....
He glances around the battlefield and catches sight of the Mind Flayer latched onto the cleric. Tha doessna look good. Hudder bolts toward the flayer, missing spectacularly.
Attacks assuming flanking with Domoris
Assume that since he's in cat form and the other flayer is floating out of reach that Domoris is going to move so at least one square is 5-6 (or 4-6).
Hudder's 5 foot move takes him to 2-6. Hudder moves see map 5.5 in s@s' following post.
The flying hydra moves toward the still glowing mindflayer and it's heads reach down towards the creature, not seeking to hurt it, but seeking to hold it tight in his many mouths.
ooc
Swift action to continue to fly(3 remaining). Move to (4,6) How high is the "ceiling" in this area? One disarm(the wand) attempt vs flayer1 followed by 6 grapple attempts. I assumed the disarm counts as unarmed so I took a -4 to that. Height is also included in attack/grapple/disarm rolls. I am still 10' up so no AoO and I am not good so the magic circle won't help.
From the SRD: "Hydras can attack with all their heads at no penalty, even if they move or charge during the round." Not a special quality, so I should get it.
For some reason should the grapple fail for magical reasons, Morph will attack instead(use first roll, but damage will be different(1d10+4+1d6). Once the flayer is grappled, the next check is to pin it(and keep from speaking). Even though, I get many grapple checks I doubt you would let me take them to let me move the grapple, correct? How many can I do then to move the grapple?
1) How did you calculate your disarm modifier? +12 with a -4 penalty, so your base was +16? It is a melee attack, so it should be at your base, which was +7 in the preceding rounds as a hydra.
2) You really want to make this hard on me, don't you?
3) So, since you do not have improved grab as a feat, as your heads swing in to attempt to grapple, the flayer will get AoO's in order to avoid the initiation of the grapple. What I am trying to determine is whether the flayer will be able to AoO each grapple attempt, or if it would require Combat Reflexes to do so more than once.
4) As far as the combat reflexes of the hydra, the ability of the creature to attack with all of its heads is iconic to the monster, but it is granted by the combat reflexes feat -- what I do not see covered anywhere is whether you gain the use of all of the feats of the form selected (for example, the hydra also has Iron Will and toughness as feats, but you wouldn't gain access to them as a Lvl 1 M. Transmogrifist)
So, after reading many pages of many books, here is what I have decided:
The flayer will get 4 AoOs to avoid your 1st 4 grapple checks -- as it has 4 tentacles that attack as part of a full attack option (similar to your 7 head attacks) That leaves 2 grapple checks that are unopposed.
Your disarm check failed, due to the incorrect modifier being used -- should have been at most +7 for the melee attack, +1 for higher ground......
What type of maneuvrability is granted with sudden shift? I can't find it anywhere... I'm assuming average or good, but again, cannot find anything decisive anywhere.
I won't allow the Dark Knowledge (Foe) modifier to work in the grapple, because a) it is for lethal damage and b) the rules state that although you possess natural weapons (bites), they aren't used that way during a grapple, thus being forced to deal nonlethal damage (without taking a further -4 penalty)
Ignoring the floating squid thing for now, Beast-Domoris turns on the one grappling the human. A savage attack ensues.
OOC: 5ft step to (5,9), Full attack MF#3. Because of belt, AC is 18, +14 bite (1d8+16+1 Con) and +8 morphic talon (1d8+4), Grp +18. Bite: AC 16, 20hp +1 Con; Talon: AC 22, 9hp.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Disarm: +3BAB +4 Str +1 height +8 size -4 unarmed= +12. Don't forget the wand is not considered a weapon so the flayer gets a -4 to the roll.
Remember I am 10' above the flayer when I attempt the grapples, it doesn't threaten me, so no AoO.
Quote:
Originally Posted by From the SRD
A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.
This all it says about the hydra's attacks and the combat reflexes feat. The feat description above makes it clear that the feat has nothing to do with the hydra's ability to attack with all heads after a move.
The fly manuverability I am unsure of, I don't know of any errata or anything on it. Dark knowledge ruling is fine by me.
Grappling denies the grapplee's dex AC Bonus, Pinning subtracts 4 from its AC.
Morph
Although you are 10' above the creature when you attempt to grapple/disarm, you DO have to bring some portion of yourself within range of the creature in order to attempt it, which would open the door to an AoO from the flayer's tentacles.
I do see in the SRD the mention that "Certain monsters do not provoke AoO's when attempting a grapple", but I cannot find any documentation that it would pertain to a hydra, especially as it does not have Improved Grapple/Grab as a feat.
Quote:
Originally Posted by From Wizard's All about Grappling, Part 1
A grapple attack begins with grabbing a foe.
You can't grapple anything until you get your hands on it first. For most player characters, grabbing a foe for a grapple attack requires a successful melee touch attack.
The grab provokes an attack of opportunity from the foe being grabbed. If the attack of opportunity hits and deals damage, the grab automatically fails (see page 156 in the Player's Handbook). If the attack of opportunity doesn't hit, or if it hits and deals no damage (as it might if the target has damage reduction), it doesn't automatically defeat the grab, but the grab still fails if the melee touch attack fails.
As it doesn't mention either here or in the PHB about reach and grappling, I have to say that AoO's would be allowed per my reasoning above.
I am more than willing to change my view if supporting documentation can be shown to the contrary.
Also, how about we agree that when sudden shifted, you gain your flight with average manuevrability.
22 - Domoris - 5' step to (5,9), attack MF#4 - bite MISS, talon HIT for 9 dmg before DR
21 - Mind Flayer #1 - [Pinned] - attempts to Use spell like ability on the defensive while pinned - FAIL
21 - Mind Flayer #3 - Rise another 10', Mind Blast at Hudder/Morph/MF#1
21 - Mind Flayer #4 - Grappling w/ Davan - attach remaining 3 tentacles for 11 damage
21 - Morph - 20' in the air - Grapple Mind Flayer, fall. Morph takes 3 nonlethal damage.
15 - Davan - Stunned and Grappled
15 - Dreadnought - Stunned
14 - Void - Helpless
12 - Darv - Stunned
10 - Hudder - Attacks MF#4 - HIT due to Grapple for 26 damage before DR
Ignoring the floating squid thing for now, Beast-Domoris turns on the one grappling the human. A savage attack ensues --Domoris' teeth fail to sink into the creatures body, but his claw tears a large gash, causing it to drip ichor briefly before most of it seals itself.
The glowing Mind Flayer makes no sound, but begins to thrash around after a second or two. [Use SLA on defensive while Pinned FAIL vs DC35]
The floating Flayer begins to work itself into a frenzy as it sees its compatriot begin to work its tentacles over the stunned human and rises higher into the air while unleashing more mental turmoil into the area, not bothering to spare its own kind from the effects. Morph thinks he can feel some sort of movement in the flayer in his grip, and thinks it may be some sort of maniacal laughter. [Hudder will save PASS, Morph uses AP to PASS. Both Flayers appear unaffected]
The final flayer continues to silently work its tentacles over Davan's neck, face and skull, writhing and moving with preternatural speed and agility -- Domoris has no idea what the creature intends to do, but it doesn't appear good for one's skull... The unware priest's face remains expressionless during the entire ordeal.
The wizard/hydra continues to beat its tiny wings harder and harder, climbing slightly higher into the jungle night with the still mind flayer in the writhing cluster of necks and heads. It then positions the creature underneath itself as best as it can manage and then free falls to the forest floor, trying its best to mash the flayer into a bloody pulp with its heavy body.
At the last second, however, the flayer discovers its new found freedom from the heads and lurches to the side, avoiding the brunt of the blow, but somewhat dazed by the experience. [Reflex save successful, Flayer damaged ]
Morph
I gave the flayer a reflex DC of 20 for the manuevre to avoid the brunt of the smashing.
I converted all the damage the you would have taken for a 20' fall to nonlethal for Morph, due to the combination of some padding (mind flayers body) and the conscious decision to fall.
Hudder watches as the flying hydra heads off into the night sky. Ah canna hit him if ya....
He glances around the battlefield and catches sight of the Mind Flayer latched onto the cleric. Tha doessna look good.
The dwarf springs into action bolting around the writhing gith and attacking the Mind Flayer with inaccurate gusto. The blow from the axe catches the flayer somewhat unaware, as it is focusing all of its attention on its hold on the humans head and neck.
OOC:
Condition Summary:
Morph: (34/49 w/3 nonlethal) Polymorph Self (136 rounds)
Lo-Kag: Stunned
Dreadnought: Stunned
Hudder: (57/85)
Void: Helpless
Darv: Barkskin (76 rounds), Stunned
Davan: (52/66) Grappled and Stunned
Flayer #1: Faerie Fire (0 rounds), Grappled and Pinned - drawn into Morph's square
Note: no light exists in the clearing except for the Faerie fire effect on the Flayer (shadowy illumination to 5', 10' for those with low-light vision), and the Light spell (20' radius -- white circle on map) (any PC without darkvision, i.e. Davan/Morph/Dreadnought/Domoris will not be able to see the other two in the heat of battle without stopping and making a listen check.
White Border: Radius of Light spell Light Blue Border: Mind Blast AoE Yellow triangle in Morph's token is the direction he is facing (NW currently), must move at least 20'/round to keep flying (average maneuvrability)
Sorry, bit confused. There isn't anything next to Hudder's name in post 492 so I wasn't sure what happened.
It looks like hudder has moved, but if Morph pulled MF 1 up into the air first did I actually hit? If MF1 is in 4-6 during my turn then I would expect I wouldn't move or I'd move to 4-5 (or to 5-5 if I had to to get under the MF and strike at it).
Since we've moved to round 5 (and got mind blasted again) I'm assuming that it's top of the round right?
Since I'm doing poorly at guessing what people are going to do I think I'll wait before posting and action this time.
Having a great time, hopefully we can get the rest of the party awake again soon.
Morph the hydra continues his flight angling upward as well attempting to carry the struggling mindflayer with him.
ooc
How high is the "ceiling" is this area? My current speed in only 20'. I have to maintain half that for min forward speed so it's 10' not twenty.. I use my standard action to make a grapple check with a head to move the grapple 10' upward 60 degree angle(I do this until I succeed). Remaining checks are to do damage. If am already at the ceiling, I'll move to get near Hudder, and stop flying angling myself to fall on top of the flayer. How much damage would a falling 4000lb hydra do? (20d6 by my calculations)
You are actually correct, your last action (in round 4) would have been for naught, as the flayer had been yanked into Morph's square by the grapple, so your movement would have been affected in order for you to make your attack -- instead of moving to (2,6) it would have been necessary to move to (4,6). I'll update.
Your round 5 action is not posted yet, so that is why in post 492 you do not see any action next to your name yet.
I'm glad you are enjoying it -- I have a feeling those who are stunned who not share your viewpoint. But I am trying to make things as realistic as possible while adding the thrill, horror, and fantasy of the situation.
Morph
Ceiling in this area is the sky -- the trees are quite dense around the campsite, but there is no canopy directly above you.
A hydra with wings would operate just like a dragon in my mind. Since you are size Huge, you wouldn't be effective against a size medium creature per the info below.
Quote:
Crush (Ex)
This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1½ times the dragon’s Strength bonus (round down).
Surely a hydra is not a object, but maybe I am getting too much to realist thinking here. Perhaps a reflex save or some kind of check to manuver the flayer under my body? The biggest difference between the dragon's crush attack and what I am trying to do is that the dragon's victims aren't held the dragon's mouth, they have a chance to move out of the way of it's bulk(which to me constitutes a bigger impact than the size differences). Here, I am controlling through a possible grapple check(perhaps?) to place it below my body as I drop to the ground.
The two sources appear to be somewhat at odds with each other -- on one hand, you have a gargantuan or collosal dragon, which weigh thousands of tons, which only causes 4d8 or so of damage with a crush attack -- by the falling objects rules, it would easily be a 20d6 type of event.
On the other, you have a hydra/wizard, who has a mind flayer grappled in its heads, and plans on falling upon the flayer, without falling upon its own heads (thereby crushing portions of its own body). And the hydra form is definitely more than 200 lbs and would create a 20d6 type of event.........
Stats assumptions he's sleeps with all of his magic items on except his armor and cloak (still aren't on) and his gauntlets (which he pulled on).
Assuming the action point wasn't spent last round.
Hudder lays into the squidman as it gnaws on the cleric. "Keep on chewing there! Ah be having yer head for a cooking of me own!"
Round 5 -- First Attack: Hoping the Mind Flayers AC is 19...
22 - Domoris - Attack MF#4 - bite HIT for 18 damage +1 con before DR
21 - Mind Flayer #1 - Use SLA defensively, disappear
21 - Mind Flayer #3 - Float another 10' upwards - now 40' up - - Mind Blast on campsite
21 - Mind Flayer #4 - Grappling w/ Davan - Extract Brain - Davan dies.
21 - Morph - Dismiss Polymorph, draw Sunrod
15 - Dreadnought - Attacks MF#4 - HIT for 16 damage before DR
14 - Void - Helpless
12 - Darv - Stunned
10 - Hudder - Stunned
Determined, Beast-Domoris does the only thing it can---attack viscously, hoping to take the monster down. The bite was particularly nasty, staggering the flayer, but does not deter it from its frenzied task.
The flayer underneath the hydra finds an opening and winks out of sight. [Use SLA on defensive check PASS]
The floating flayer continues to climb higher into the night air (for those able to see it) and bombards the campsite once more with waves of mental disorder and pain. Morph fights off the effects once more, but the dwarf immediately stiffens. [Nat 1 for Hudder will save]
With a sickening and horrific loud crunch, Davan's eyes roll into the back of his head as his body falls to the ground. Blood spurts from the large hole in the top of his head, while the flayer's skin takes on a redish hue, as the brain is quickly devoured.
Knowing a flayer still lurks around them, and knowing his hydra form would be next to useless without light, Morph silently lets the polymorph spell fade and intones a quick word as he falls to the ground. Able to speak once again, he yells out, "We need more light," and he pulls a sunrod from his pack.
The light pours from the stubby rod, illuminating the flayer standing over Davan's shattered skull and corpse. Morph looks upwards into the sky, but fails to see the flayer that he knows must be somewhere up there. [No Feather Fall, as Morph was on the ground (crushing the Mind Flayer #1 at the end of last round)]
Dreadnought, half bent with a gauntlet-like hand raised to his head, slowly comes upright again as he fights his way back through the screaming chaos the strange power had imposed on him. One by one, memories rejoin their brothers to re-establish the proper sequence of events. Gleaming eyes deeply set in an adamantine cowling scan the battlefield and identify a glowing target.
He rushes to attack! His blade swings high overhead and strikes the flayer on one shoulder, cutting through flesh and armor as it continues through its body on a diagonal course. The blade exits the creature near the ground and the flayer slumps to the ground dead, its tentacles continue to pulsate for a few moments before they go limp.
Note: no light exists in the clearing except for the Faerie fire effect on the Flayer (shadowy illumination to 5', 10' for those with low-light vision), and the Light spell (20' radius -- white circle on map) (any PC without darkvision, i.e. Morph/Dreadnought/Domoris will not be able to see the other two in the heat of battle without stopping and making a listen check.
White Border: Radius of Light spell and Sunrod Blue Border: Mind Blast AoE)